# Drac

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1. ## Transparency

I have a specific question concerning Stracraft sprites and shadowing/transparency effects. Everybody known the Alpha channel blending as a greyscale channel for shadow effects. From Stracraft game, the reserved colour to perform the blending is the blue (RGB: 35/35/255) Here the shadow sprite applied for a flamer unit: Ok, why not! Now, if we look at a sprite showing a flam frame, several none natural colour areas are represented. Thus, blue (one ton), cyan and green tons are used to perform the shadow blending. My question is what blending parameters are used?
2. ## Fog Of War Methods

Hello! In the frame of an 2D isometric RTS, I search a fast method to rend a fog of war using interpolation and then to produce iso-surfaces (rough surfaces is enough). This, because it is a more flexible alternative method compare to a tile-based one. My question is focused more on the best way to rend iso-surfaces from a regular grid of data. Any suggestions? Often, in the forum too, the tile-based method is the most popular solution. But what are -for you- the different known alternatives for a FOW rending? 1- tile based method 2- interpolation method 3- ?
3. ## isometric 2D map like Starcraft technical

I am afraid, but the two tutorials you propose to me do not answer to my problem!! I have not a problem of orientation in an isometric environment, but actually it is a problem of building iso tiles from rectangular tiles according: - No projection - No binary operation needed - An iso tile made with 8 rectangular tiles (and not only one ) In fact, it is the technical used in Starcraft game. With this technical, you need to pre-compute all the transitions. I search to learn the most optimal method: i.e. the method using a minimum of rectangular tiles. I think I am not too far from the goal, but I need to pass the final stage: understand why Starcraft game uses less rectangular tiles them me.
4. ## isometric 2D map like Starcraft technical

Effectively to pre-compute each tiles I can use such system. But during the game, I prefer to keep Starcarft technical because is the most efficient (no binary operation). Because of symmetries, I can reduce (at the tile pre-compute step) the number of combinations to 128 deferent configurations. But, apparently, Starcraft game uses less tiles! Then, does someone can confirms that and where is the ruse?! ____________________________________________________________ Here, I reformulate my analyse of the Starcraft tile system manager: The nature of an iso tile terrain (ground, grass, highland.) is computed according to the 4 corners status (ground, grass.) of the concerning iso tile. Now I will rename corner by node because the corners of iso tiles are also the nodes of the iso grid Then, because we use rectangular tiles to draw iso tiles: - to draw a node, we need 4 rectangular tiles. - The aspect of the 4 rectangular tiles depends on the 4 iso tiles common to the concerning node. Therefore, the rectangular tiles aspect depends on the 8 close nodes to a node. In conclusion, for a node status, I need to generate 2^8=256 different configurations to generate all the rectangular tiles needed !! Because of symmetries, we can reduce this number to 128 configurations. ________________________________________________________________
5. ## isometric 2D map like Starcraft technical

Hello, How to build an isometric 2D map like Starcraft (no texture projection). What I mean is: what is the optimal algorithm in order to rewrite a map editor as Starcraft campaign editor. What is interesting in Starcraft map editor, is that isometric map is build with rectangular tiles. They don’t used directly isometric tile at all. The difficulty for me is on how selecting the adequate rectangular tiles (in the tileset) to build isometric tiles according transitions? Does someone have information about the theory/algorithm? (I have found nothing in the web site on this specific topic) Thanks My knowledge: To detect the nature of the terrain on the map, you can look each corner of the corresponding isometric tiles. For transitions, a corner is common to 4 isometric tiles, then you need to include the corner of theses isometric tiles: 2^8 = 256 different possibilities !! But, how to manage all theses configurations? Pre-compute the 256 configurations to make a correspondence with rectangular tiles ? This numbers of configurations cannot be reduced? [Edited by - Drac on August 16, 2004 2:43:04 PM]